Unexpected Interactions.

By DraconPyrothayan, in X-Wing

You can go negative until you finish the calculations, then reset to 0 if you're still negative. Refer to the latest FAQ. The range and obstacle bonuses are extra dice that come in after those calculations are done and you are about to roll dice; they don't actually affect the agility value at all.

Edited by DR4CO

If Soontir Fel is the first to shoot at a ship with Rebel Captive in addition to the stress he gets a Focus Token he can use to modify his attack roll on that ship.

Edited by Resv

If you have a Hot Shot Blaster and Biggs is out of your arc, you'd have to expend the Hot Shot and fire at him (assuming no targets outside Range 1 of Biggs).

This one should definitely be included because I am sure that a lot of people are going to miss it, like I did.

You can go negative until you finish the calculations, then reset to 0 if you're still negative. Refer to the latest FAQ. The range and obstacle bonuses are extra dice that come in after those calculations are done and you are about to roll dice; they don't actually affect the agility value at all.

good to know for future rulings then, thanks

Updated with Wave VI!

Let me know if there are any that I've missed.

Nera Dantels must fire torpedoes at Biggs if he is outside arc, and no other targets are available outside range one of Biggs.

Nera Dantels must fire torpedoes at Biggs if he is outside arc, and no other targets are available outside range one of Biggs.

I think I covered that with Turret upgrades, but I'll pencil that into that statement.

I also added an interesting nugget of information:

  • "Dutch" Vander with the BTL-A4 title, a Turret of your choice, and R5-K6 generates, on average, 3.0312 Target Locks for your fleet per turn. Compared to "Dutch"'s normal 2 TLs, R5-K6 is suddenly surprisingly good.
Edited by DraconPyrothayan

Nera Dantels must fire torpedoes at Biggs if he is outside arc, and no other targets are available outside range one of Biggs.

That only applies if she has a TL on Biggs (or deadeye). Which means Biggs does not force her to attack him. Acquiring the TL proves that she wants to attack him.

R2 Astromech/nien do not change a white maneuver from daredevil/ion due to it being a worse condition (same reasoning behind damaged engine+r2

I ACTUALLY think that the FAQ for Daredevil (as far as I remember) actually helped make Daredevil even more clear than this.

In the FAQ, Daredevil should read something like: "Perform a white 1 hard turn, then assign 1 stress token to your ship."

So as far as I can tell, it never is actually a Red maneuver, so in no way can R2 make Daredevil a NOT give you stress. But heck, I think R2 would actually turn it green, which would only provide meaning if you were SOMEHOW taking a Daredevil action when you are already stressed, AND have the R2 astromech equipped. Experimental Interface might make this possible. EI + R2 + Daredevil, though you'll take damage from Daredevil, so that is a moot point...

And I'm actually not sure I agree on R2/Nien for Ion. I DO recall a specific FAQ question that was answered with "If a ship with R2/Nien is Ioned, the white 1 fwd maneuver becomes a green 1 fwd maneuver." But as far as I know, this was removed from the FAQ.

Someone pointed out in another thread that, technically, rules as written, Scumm Firesprays don't have a secondary firing arc. I don't have the rules in front of me (and I'm on my phone), but the wording is something like "ships with this icon (the auxiliary firing arc icon instead of the normal attack icon) on their pilot card can make attacks in the auxiliary firing arc." The Scumm pilot cards have the regular Attack icon, not the auxiliary icon.

Obviously this is a misprint, and I'm sure it will be addressed in the next FAQ, but it is a bit of an oddity in the wording of the rules / printing of the cards.

The "Damaged Sensor Array" Damage Card does not prevent a Decimator from using 'Ysanne Isard' to perform an Evade Action, as Evade is not in the action bar of the VT-49. It also does not prevent the Decimator from following it up with 'Experimental Interface' to perform an 'Expose' action. Possibly the best action economy you could get with the one damage card designed to slow action economy. Making it arguably the best ship to deal with that particular damage card at this point in the game.(excepting shuttles...oops...it's 2am, im going to bed:P)

*IIRC. Don't have my damage deck handy right now but I do remember we analyzed it quite thoroughly in a game.

Edited by ForceSensitive

Outlaw tech is limited, so no cumulativeness on that one.

Very fun and useful list, though!

Edited by tinnitus

  • If you trigger Dauntless by colliding with a Green maneuver, you clear that stress immediately.

It might be worth to add that for the same reason, an already stressed Decimator executing a green manouvre can't trigger Dauntless

Decoy + Swarm tactics on an A-wing, allows you to steal P.S. of a friendly Pilot, without the friendly pilot needing either Decoy or Swarm Tactics.

another old one, but good one...

Kyle w Moldy Crow + Garven can allow garven to cycle a single focus token for an entire game,

If Corran Horn Kills Fel's Wrath during the end phase, Fel's wrath continues to exist until he fires in the following turn.

The tie bomber is the only ship capable of loading Ion Pulse missiles AND proton rockets - which very easily set up a ship for a stress free TL + Focus proton rocket attack.

Edited by Ravncat

  • If you trigger Dauntless by colliding with a Green maneuver, you clear that stress immediately.

It might be worth to add that for the same reason, an already stressed Decimator executing a green manouvre can't trigger Dauntless

Are you sure?

According to the core rules, stress is removed after you perform a green maneuver (core rules page 17) -according to the Dauntless Title, it also triggers after you perform a maneuver that causes you to overlap.

The timing is simultaneous - so the player making the move can choose to resolve the two in any order - i.e - perform green manuever, remove stress - activate Dauntless - perform action - take stress

According to the core rules, stress is removed after you perform a green maneuver (core rules page 17) -according to the Dauntless Title, it also triggers after you perform a maneuver that causes you to overlap.

The timing is simultaneous - so the player making the move can choose to resolve the two in any order - i.e - perform green manuever, remove stress - activate Dauntless - perform action - take stress

The timing isn't simultaneous.

"Activation Phase" is divided into subsequential steps (corerules page 7) and Dauntless card says "After you perform a manouvre [...] you may perform a free action, then receive 1 stress token".

"Executing Maneuver" is the step 3 of the activation phase and Dauntless must resolve its effect during this step. "Check Pilot Stress" is the following step, that's why you can't trigger Dauntless if you already had stress and it's also why, if you had no prior stress, you can also remove the stress just taken by triggering Dauntless if you executed a green manouvre

According to the core rules, stress is removed after you perform a green maneuver (core rules page 17) -according to the Dauntless Title, it also triggers after you perform a maneuver that causes you to overlap.

The timing is simultaneous - so the player making the move can choose to resolve the two in any order - i.e - perform green manuever, remove stress - activate Dauntless - perform action - take stress

The timing isn't simultaneous.

"Activation Phase" is divided into subsequential steps (corerules page 7) and Dauntless card says "After you perform a manouvre [...] you may perform a free action, then receive 1 stress token".

"Executing Maneuver" is the step 3 of the activation phase and Dauntless must resolve its effect during this step. "Check Pilot Stress" is the following step, that's why you can't trigger Dauntless if you already had stress and it's also why, if you had no prior stress, you can also remove the stress just taken by triggering Dauntless if you executed a green manouvre

This is really important to know (and I tried to tell my local community several times) because it can make the dauntless title very powerful if used correctly... or it can make it totally worthless if the one using it does not realize the pitfall (but his opponent knows about it).

According to the core rules, stress is removed after you perform a green maneuver (core rules page 17) -according to the Dauntless Title, it also triggers after you perform a maneuver that causes you to overlap.

The timing is simultaneous - so the player making the move can choose to resolve the two in any order - i.e - perform green manuever, remove stress - activate Dauntless - perform action - take stress

The timing isn't simultaneous.

"Activation Phase" is divided into subsequential steps (corerules page 7) and Dauntless card says "After you perform a manouvre [...] you may perform a free action, then receive 1 stress token".

"Executing Maneuver" is the step 3 of the activation phase and Dauntless must resolve its effect during this step. "Check Pilot Stress" is the following step, that's why you can't trigger Dauntless if you already had stress and it's also why, if you had no prior stress, you can also remove the stress just taken by triggering Dauntless if you executed a green manouvre

That makes perfect sense thanks - I can see that one getting misplayed a lot tho :)

Nera Dantels must fire torpedoes at Biggs if he is outside arc, and no other targets are available outside range one of Biggs.

That only applies if she has a TL on Biggs (or deadeye). Which means Biggs does not force her to attack him. Acquiring the TL proves that she wants to attack him.

True facts about torpedoes. I had not thought of that, thanks for the clarification.

Lando (YT1300) with Leebo and Nien Nunb as crew uses Leebo crew for free action boost and ion, PTL for an action and stress, ion 1 straight becomes green clearing stress and triggering Lando's pilot ability granting a free action to 1 other friendly ship at range 1.

I may play this just for fun

If you trigger Dauntless by colliding with a Green maneuver, you clear that stress immediately.

Explain this one. It sounds like the best thing ever.

Lando (YT1300) with Leebo and Nien Nunb as crew uses Leebo crew for free action boost and ion, PTL for an action and stress, ion 1 straight becomes green clearing stress and triggering Lando's pilot ability granting a free action to 1 other friendly ship at range 1.

I may play this just for fun

That does not work:

- The boost reference card specifically says that boost is not a maneuver and Nien Numb and Lando specifically says that it affects only maneuvers.

- Even if it was a maneuver, the stress check step happens at step 4 while performing actions happens at step 6, so green or not, you don't remove any stress past step 4.

Lando (YT1300) with Leebo and Nien Nunb as crew uses Leebo crew for free action boost and ion, PTL for an action and stress, ion 1 straight becomes green clearing stress and triggering Lando's pilot ability granting a free action to 1 other friendly ship at range 1.

I may play this just for fun

That does not work:

- The boost reference card specifically says that boost is not a maneuver and Nien Numb and Lando specifically says that it affects only maneuvers.

- Even if it was a maneuver, the stress check step happens at step 4 while performing actions happens at step 6, so green or not, you don't remove any stress past step 4.

The ion 1 straight maneuver happens the next turn after the leebo actions and PTL. Nien would turn that 1 straight green, not the boost action, if I am reading the cards correctly

Edited by Wretch

Lando (YT1300) with Leebo and Nien Nunb as crew uses Leebo crew for free action boost and ion, PTL for an action and stress, ion 1 straight becomes green clearing stress and triggering Lando's pilot ability granting a free action to 1 other friendly ship at range 1.

I may play this just for fun

That does not work:

- The boost reference card specifically says that boost is not a maneuver and Nien Numb and Lando specifically says that it affects only maneuvers.

- Even if it was a maneuver, the stress check step happens at step 4 while performing actions happens at step 6, so green or not, you don't remove any stress past step 4.

The ion 1 straight maneuver happens the next turn after the leebo actions and PTL. Nien would turn that 1 straight green, not the boost action, if I am reading the cards correctly

Not to mention you need 2 ion tokens to trigger the ion effect on a large based ship.

You could go:Green move to give a free action to a buddy - then Leebo, Ptl focus

Then repeat on the following turn.

Then on the third turn when the ion effect triggers use Nien Numb to turn the ion move green, clear stress then Leebo-ptl again.

Lando (YT1300) with Leebo and Nien Nunb as crew uses Leebo crew for free action boost and ion, PTL for an action and stress, ion 1 straight becomes green clearing stress and triggering Lando's pilot ability granting a free action to 1 other friendly ship at range 1.

I may play this just for fun

That does not work:

- The boost reference card specifically says that boost is not a maneuver and Nien Numb and Lando specifically says that it affects only maneuvers.

- Even if it was a maneuver, the stress check step happens at step 4 while performing actions happens at step 6, so green or not, you don't remove any stress past step 4.

The ion 1 straight maneuver happens the next turn after the leebo actions and PTL. Nien would turn that 1 straight green, not the boost action, if I am reading the cards correctly

Not to mention you need 2 ion tokens to trigger the ion effect on a large based ship.

You could go:Green move to give a free action to a buddy - then Leebo, Ptl focus

Then repeat on the following turn.

Then on the third turn when the ion effect triggers use Nien Numb to turn the ion move green, clear stress then Leebo-ptl again.

I forgot the 2 ion thanks for the reminder.